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---
layout: default
title: xEdit What's New and Version Info
---
<h1 class="grhead1">Main Table Of Contents</h1>
<div id="tableOfContents" class="grid-toc">
<div class="toc1">
<h2 class="grhead2"><a href="index.html">1. Introduction</a></h2>
<h2 class="grhead2"><a href="2-overview.html">2. Overview</a></h2>
<h2 class="grhead2"><a href="3-basicuse.html">3. xEdit Basic Use</a></h2>
<h2 class="grhead2"><a href="4-modgroups.html">4. ModGroups</a></h2>
<h2 class="grhead2"><a href="5-conflict-detection-and-resolution.html">5. Conflict Detection and Resolution</a></h2>
<h2 class="grhead2"><a href="6-themethod.html">6. The Method</a></h2>
<h2 class="grhead2"><a href="7-mod-cleaning-and-error-checking.html">7. Mod Cleaning and Error Checking</a></h2>
<h2 class="grhead2"><a href="8-managing-mod-files.html">8. Managing Mod Files</a></h2>
<h2 class="grhead2"><a href="9-mod-utilities.html">9. Mod Utilities</a></h2>
</div>
<div class="toc2">
<h2 class="grhead2"><a href="10-fo3edit-faq.html">10. FO3Edit FAQ</a></h2>
<h2 class="grhead2"><a href="11-appendix.html">11. Appendix</a></h2>
<h2 class="grhead2"><a href="12-cheat-sheets-and-quick-reference-charts.html">12. Cheat Sheets and Quick Reference Charts</a></h2>
<h2 class="grhead2"><a href="13-Scripting-Functions.html">13. Scripting Functions</a></h2>
<h2 class="grhead2"><a href="14-Scripting-Resources.html">14. Scripting Resources</a></h2>
<h2 class="grhead2"><a href="15-tutorials.html">15. Tutorials</a></h2>
<h2 class="grhead2"><a href="16-xLODGen.html">16. xLODGen</a></h2>
<h2 class="grhead2"><a href="17-DynDoLod.html">17. DynDoLod</a></h2>
<h2 class="grhead2"><a href="18-whatsnew.html">18. xEdit What's New and Version Info</a></h2>
</div>
</div>
<h1>{{ page.title }}</h1>
<h2 id="Contents">Contents...</h2>
<input type="checkbox" id="spoiler1" />
<label for="spoiler1">Contents Spoiler</label>
<div class="main-content">
<p class="list-1">• <a href="#WhatsnewinxEdit414">18.1 What's new in xEdit 4.1.4?</a></p>
<p class="list-2">• <a href="#Bugfixes">18.1.1 Bugfixes</a></p>
<p class="list-2">• <a href="#Minorchanges">18.1.2 Minor changes</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit41x">18.2 What's new in xEdit 4.1.x?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit405">18.3 What's new in xEdit 4.0.5?</a></p>
<p class="list-2">• <a href="#Bugfixes1">18.3.1 Bugfixes</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit404">18.4 What's new in xEdit 4.0.4?</a></p>
<p class="list-2">• <a href="#Bugfixes2">18.4.1 Bugfixes</a></p>
<p class="list-2">• <a href="#Minorchanges3">18.4.2 Minor changes</a></p>
<p class="list-2">• <a href="#EnderalSpecialEdition">18.4.3 Enderal Special Edition</a></p>
<p class="list-2">• <a href="#QuickEdit">18.4.4 QuickEdit</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit403">18.5 What's new in xEdit 4.0.3?</a></p>
<p class="list-2">• <a href="#Bugfixes4">18.5.1 Bugfixes</a></p>
<p class="list-2">• <a href="#Minorchanges5">18.5.2 Minor changes</a></p>
<p class="list-2">• <a href="#ShortenedParameters">18.5.3 Shortened Parameters</a></p>
<p class="list-2">• <a href="#ChangestoQuickAutoClean">18.5.4 Changes to QuickAutoClean</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit402">18.6 What's new in xEdit 4.0.2?</a></p>
<p class="list-2">• <a href="#KoFi">18.6.1 Ko-Fi</a></p>
<p class="list-2">• <a href="#GamerPoetsVideos">18.6.2 GamerPoets Videos</a></p>
<p class="list-2">• <a href="#Bugfixes6">18.6.3 Bugfixes</a></p>
<p class="list-2">• <a href="#CollapsedConditions">18.6.4 Collapsed Conditions</a></p>
<p class="list-2">• <a href="#CollapseArrayswithBenignConflictPrioritybyDefault">18.6.5 Collapse Arrays with Benign Conflict Priority by Default</a></p>
<p class="list-2">• <a href="#ManualCleaningfunctionsaredeprecated">18.6.6 Manual Cleaning functions are deprecated</a></p>
<p class="list-2">• <a href="#QuickShowConflictsQuickAutoCleanandAutoGameLinkSubModes">18.6.7 [Very] Quick Show Conflicts, Quick [Auto] Clean, and Auto Game Link Sub Modes</a></p>
<p class="list-2">• <a href="#AutoLoadforQuickAutoClean">18.6.8 Auto Load for Quick [Auto] Clean</a></p>
<p class="list-2">• <a href="#AutoExit">18.6.9 Auto Exit</a></p>
<p class="list-2">• <a href="#Enderal">18.6.10 Enderal</a></p>
<p class="list-2">• <a href="#Fallout76">18.6.11 Fallout 76</a></p>
<p class="list-2">• <a href="#SortingofINFOrecords">18.6.12 Sorting of INFO records</a></p>
<p class="list-2">• <a href="#ONAMUpdateMode">18.6.13 ONAMUpdate Mode</a></p>
<p class="list-2">• <a href="#bsaba2Handling">18.6.14 .bsa/.ba2 Handling</a></p>
<p class="list-2">• <a href="#ExpertOptions">18.6.15 Expert Options</a></p>
<p class="list-2">• <a href="#ShrinkingSpeedButtons">18.6.16 Shrinking SpeedButtons</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit401">18.7 What's new in xEdit 4.0.1?</a></p>
<p class="list-2">• <a href="#Bugfixes7">18.7.1 Bugfixes</a></p>
<p class="list-2">• <a href="#PayPalButton">18.7.2 PayPal Button</a></p>
<p class="list-2">• <a href="#NexusModsandGitHubbuttons">18.7.3 NexusMods and GitHub buttons</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit400">18.8 What's new in xEdit 4.0.0?</a></p>
<p class="list-2">• <a href="#WhatsNew">18.8.1 What's New</a></p>
<p class="list-3">• <a href="#TableofContents">18.8.1.1 Table of Contents</a></p>
<p class="list-3">• <a href="#Search">18.8.1.2 Search</a></p>
<p class="list-3">• <a href="#Zoom">18.8.1.3 Zoom</a></p>
<p class="list-2">• <a href="#UIThemes">18.8.2 UI Themes</a></p>
<p class="list-2">• <a href="#Themeawarenessforconflictcolour">18.8.3 Theme awareness for conflict colour</a></p>
<p class="list-2">• <a href="#Legendforconflictcolours">18.8.4 Legend for conflict colours</a></p>
<p class="list-2">• <a href="#HighDPIaware">18.8.5 High-DPI aware</a></p>
<p class="list-2">• <a href="#HamburgerMenu">18.8.6 "Hamburger" Menu</a></p>
<p class="list-2">• <a href="#ESLsupport">18.8.7 ESL support</a></p>
<p class="list-2">• <a href="#Fallout76support">18.8.8 Fallout 76 support</a></p>
<p class="list-2">• <a href="#ReferencedByCaching">18.8.9 Referenced By Caching</a></p>
<p class="list-2">• <a href="#MultithreadedbuildingandloadingofReferencedByinformation">18.8.10 Multi-threaded building and loading of Referenced By information</a></p>
<p class="list-2">• <a href="#ApplicationandmoduleCRC32information">18.8.11 Application and module CRC32 information</a></p>
<p class="list-2">• <a href="#Improvedlanguageandcodepagesupport">18.8.12 Improved language and codepage support</a></p>
<p class="list-3">• <a href="#Stringclasses">18.8.12.1 String classes</a></p>
<p class="list-3">• <a href="#Languages">18.8.12.2 Languages</a></p>
<p class="list-3">• <a href="#Definingcodepageforlanguageinsettingsfile">18.8.12.3 Defining codepage for language in settings file</a></p>
<p class="list-3">• <a href="#Defaultlanguage">18.8.12.4 Default language</a></p>
<p class="list-3">• <a href="#Localizedstrings">18.8.12.5 Localized strings</a></p>
<p class="list-3">• <a href="#Translatablestrings">18.8.12.6 Translatable strings</a></p>
<p class="list-3">• <a href="#Logentries">18.8.12.7 Log entries</a></p>
<p class="list-2">• <a href="#Loadorderhandling">18.8.13 Load order handling</a></p>
<p class="list-2">• <a href="#NewModuleselectiondialogs">18.8.14 New Module selection dialogs</a></p>
<p class="list-2">• <a href="#OptionalSelectionFormsrequireholdingCTRLfordoubleclick">18.8.15 Optional 'Selection Forms require holding CTRL for double click'</a></p>
<p class="list-2">• <a href="#Fullyimplementedghostsupport">18.8.16 Fully implemented .ghost support</a></p>
<p class="list-2">• <a href="#CompletelyreworkedModGroupssupport">18.8.17 Completely reworked ModGroups support</a></p>
<p class="list-3">• <a href="#NewModGroupSelectiondialog">18.8.17.1 New ModGroup Selection dialog</a></p>
<p class="list-3">• <a href="#EnableDisableandReloadModGroups">18.8.17.2 Enable/Disable and Reload ModGroups</a></p>
<p class="list-3">• <a href="#CreatingModGroups">18.8.17.3 Creating ModGroups</a></p>
<p class="list-3">• <a href="#ModGroupEditor">18.8.17.4 ModGroup Editor</a></p>
<p class="list-3">• <a href="#modgroupsfiles">18.8.17.5 .modgroups files</a></p>
<p class="list-3">• <a href="#EditingModGroups">18.8.17.6 Editing ModGroups</a></p>
<p class="list-3">• <a href="#DeletingModGroups">18.8.17.7 Deleting ModGroups</a></p>
<p class="list-3">• <a href="#UpdatingCRCs">18.8.17.8 Updating CRCs</a></p>
<p class="list-2">• <a href="#CompareSelected">18.8.18 Compare Selected</a></p>
<p class="list-2">• <a href="#AutoCompareSelected">18.8.19 Auto "Compare Selected"</a></p>
<p class="list-2">• <a href="#Rewrittencopymultipletoselectedrecords">18.8.20 Rewritten "copy [multiple] to selected records"</a></p>
<p class="list-2">• <a href="#Resettingsettingsonstart">18.8.21 Resetting settings on start</a></p>
<p class="list-2">• <a href="#Allowdirectsaving">18.8.22 Allow direct saving</a></p>
<p class="list-2">• <a href="#ShowUnsavedHintreplacespreviousAutoSaveoption">18.8.23 "Show Unsaved Hint" replaces previous "Auto Save" option</a></p>
<p class="list-2">• <a href="#ResetModifiedflagforelementsonSave">18.8.24 Reset Modified flag for elements on Save</a></p>
<p class="list-2">• <a href="#Editinginviewtreeview">18.8.25 Editing in view treeview</a></p>
<p class="list-2">• <a href="#ElementEditorForm">18.8.26 Element Editor Form</a></p>
<p class="list-2">• <a href="#Applyfilter">18.8.27 Apply filter</a></p>
<p class="list-2">• <a href="#Reachableinformation">18.8.28 Reachable information</a></p>
<p class="list-2">• <a href="#EditingMasterFilesinFileHeader">18.8.29 Editing "Master Files" in "File Header"</a></p>
<p class="list-2">• <a href="#Improvementstoaddingsortingandcleaningmasters">18.8.30 Improvements to adding, sorting, and cleaning masters</a></p>
<p class="list-2">• <a href="#OptionalShowFileHeaderFlags">18.8.31 Optional "Show File Header Flags"</a></p>
<p class="list-2">• <a href="#PlayerRefPLYR00000014asvisiblerecordin123game125exe">18.8.32 PlayerRef [PLYR:00000014] as visible record in {game}.exe</a></p>
<p class="list-2">• <a href="#Hardcodeddatfilesupdated">18.8.33 Hardcoded.dat files updated</a></p>
<p class="list-2">• <a href="#Tipsupdated">18.8.34 Tips updated</a></p>
<p class="list-2">• <a href="#CopytoClipboardonnavigationtreeview">18.8.35 Copy to Clipboard on navigation treeview</a></p>
<p class="list-2">• <a href="#QuickShowConflicts">18.8.36 [Very] Quick Show Conflicts</a></p>
<p class="list-2">• <a href="#QuickAutoClean">18.8.37 Quick [Auto] Clean</a></p>
<p class="list-2">• <a href="#DragnDropofwholerecordinviewtreeview">18.8.38 Drag'n'Drop of whole record in view treeview</a></p>
<p class="list-2">• <a href="#MouseshortcutforJumpTointheviewtreeview">18.8.39 Mouse shortcut for "Jump To" in the view treeview</a></p>
<p class="list-2">• <a href="#Navmeshimprovements">18.8.40 Nav mesh improvements</a></p>
<p class="list-2">• <a href="#Programshutdowncanbeinterrupted">18.8.41 Program shutdown can be interrupted</a></p>
<p class="list-2">• <a href="#Compareto">18.8.42 "Compare to..."</a></p>
<p class="list-2">• <a href="#Createdeltapatchusing">18.8.43 "Create delta patch using..."</a></p>
<p class="list-2">• <a href="#esuasfullysupportedmodulefileextension">18.8.44 .esu as fully supported module file extension</a></p>
<p class="list-2">• <a href="#ButtonstoopenHelpNexusModsGitHubDiscordorPatreonpages">18.8.45 Buttons to open Help, NexusMods, GitHub, Discord, or Patreon pages</a></p>
<p class="list-2">• <a href="#Updatecheck">18.8.46 Update check</a></p>
<p class="list-3">• <a href="#GitHub">18.8.46.1 GitHub</a></p>
<p class="list-3">• <a href="#NexusMods">18.8.46.2 NexusMods</a></p>
<p class="list-2">• <a href="#Patreonreminderballoonhint">18.8.47 Patreon reminder balloon hint</a></p>
<p class="list-2">• <a href="#Columnwidthmodes">18.8.48 Column width modes</a></p>
<p class="list-2">• <a href="#Hidenoconflictandemptyrows">18.8.49 Hide no conflict and empty rows</a></p>
<p class="list-2">• <a href="#Optiontodelayupdatingviewwhenscrollingthroughnavigationtreeview">18.8.50 Option to delay updating view when scrolling through navigation treeview</a></p>
<p class="list-2">• <a href="#OptionalAlignalignablearrayelements">18.8.51 Optional "Align alignable array elements"</a></p>
<p class="list-2">• <a href="#FilterforViewTreeview">18.8.52 Filter for View Treeview</a></p>
<p class="list-2">• <a href="#ImprovedcellfocushandlinginViewtreeview">18.8.53 Improved cell focus handling in View treeview:</a></p>
<p class="list-2">• <a href="#ColumnsensitiverowlabelsinViewtreeview">18.8.54 Column sensitive row labels in View treeview</a></p>
<p class="list-2">• <a href="#ChangetosourceforimplicitlycopiedrecordsduringDeepCopyasoverridenewinto">18.8.55 Change to source for implicitly copied records during "[Deep] Copy as override/new into..."</a></p>
<p class="list-2">• <a href="#Mergeintomaster">18.8.56 Merge into master</a></p>
<p class="list-2">• <a href="#InjectFormsintomaster">18.8.57 "Inject Forms into master..."</a></p>
<p class="list-2">• <a href="#Deepcopyasoverridewithoverwritinginto">18.8.58 "[Deep] copy as override (with overwriting) into..."</a></p>
<p class="list-2">• <a href="#CompactFormIDsforESL">18.8.59 "Compact FormIDs for ESL"</a></p>
<p class="list-2">• <a href="#RenumberFormIDsfrom">18.8.60 "Renumber FormIDs from..."</a></p>
<p class="list-2">• <a href="#GeneralizedparametersforONAMhandling">18.8.61 Generalized parameters for ONAM handling</a></p>
<p class="list-2">• <a href="#CollapsibleNodesinViewtab">18.8.62 Collapsible Nodes in View tab</a></p>
<p class="list-2">• <a href="#NextObjectIDinFileHeader">18.8.63 Next Object ID in File Header</a></p>
<p class="list-2">• <a href="#FileHeaderinViewwhenfilenodeselected">18.8.64 File Header in View when file node selected</a></p>
<p class="list-2">• <a href="#Improvedfeedbackduringlongoperations">18.8.65 Improved feedback during long operations</a></p>
<p class="list-2">• <a href="#autoloadcommandlineparameter">18.8.66 <code>-autoload</code> command line parameter</a></p>
<p class="list-2">• <a href="#GameLinkFO4EditLink">18.8.67 GameLink / FO4EditLink</a></p>
<p class="list-2">• <a href="#Generalrecorddefinitionimprovementsandfixes">18.8.68 General record definition improvements and fixes</a></p>
<p class="list-2">• <a href="#UsingEditorIDtoflagITMsasintentional">18.8.69 Using EditorID to flag ITMs as intentional</a></p>
<p class="list-2">• <a href="#Filemodificationdatetimeonsave">18.8.70 File modification date/time on save</a></p>
<p class="list-2">• <a href="#AddingofCELLandROADtoWRLDandreferenceREFRACHRLANDPGRDandNAVMtoCELLviatheUIorAddfunctioninscripts">18.8.71 Adding of CELL (and ROAD) to WRLD, and reference (REFR, ACHR, ...), LAND, PGRD, and NAVM to CELL via the UI (or Add() function in scripts)</a></p>
<p class="list-2">• <a href="#UpdatingcontainingCELLofreferencewhennecessary">18.8.72 Updating containing CELL of reference when necessary</a></p>
<p class="list-2">• <a href="#Automaticupdatingofnavigationtreeviewinreactiontostructuralchanges">18.8.73 Automatic updating of navigation treeview in reaction to structural changes</a></p>
<p class="list-2">• <a href="#RemoveintheheadercontextmenuoftheViewtab">18.8.74 "Remove" in the header context menu of the View tab</a></p>
<p class="list-2">• <a href="#LODGenupdated">18.8.75 LODGen updated</a></p>
<p class="list-2">• <a href="#Showfloatingpointanddecompressionerrors">18.8.76 Show floating point and decompression errors</a></p>
<p class="list-2">• <a href="#WorkingNextMemberPreviousMemberforRUnionegAliasinQUST">18.8.77 Working Next Member / Previous Member for RUnion (e.g. Alias in QUST)</a></p>
<p class="list-2">• <a href="#ApplyScriptdialogimprovements">18.8.78 "Apply Script..." dialog improvements</a></p>
<p class="list-2">• <a href="#Scriptingimprovements">18.8.79 Scripting improvements</a></p>
<p class="list-2">• <a href="#Bugfixes8">18.8.80 Bugfixes</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit322">18.9 What's new in xEdit 3.2.2?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit321">18.10 What's new in xEdit 3.2.1?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit32">18.11 What's new in xEdit 3.2?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit313">18.12 What's new in xEdit 3.1.3?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit312">18.13 What's new in xEdit 3.1.2?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit311">18.14 What's new in xEdit 3.1.1?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit310">18.15 What's new in xEdit 3.1.0?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3032">18.16 What's new in xEdit 3.0.32?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3031">18.17 What's new in xEdit 3.0.31?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3030">18.18 What's new in xEdit 3.0.30?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3029">18.19 What's new in xEdit 3.0.29?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3028">18.20 What's new in xEdit 3.0.28?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3027">18.21 What's new in xEdit 3.0.27?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3026">18.22 What's new in xEdit 3.0.26?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3025">18.23 What's new in xEdit 3.0.25?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3024">18.24 What's new in xEdit 3.0.24?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3023">18.25 What's new in xEdit 3.0.23?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3022">18.26 What's new in xEdit 3.0.22?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3019">18.27 What's new in xEdit 3.0.19?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3016">18.28 What's new in xEdit 3.0.16?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit3015">18.29 What's new in xEdit 3.0.15?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit253">18.30 What's new in xEdit 2.5.3?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit251">18.31 What's new in xEdit 2.5.1?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit250">18.32 What's new in xEdit 2.5.0?</a></p>
<p class="list-2">• <a href="#RenumberFormIDsfrom9">18.32.1 "Renumber FormIDs from..."</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit230EXPERIMENTAL">18.33 What's new in xEdit 2.3.0 EXPERIMENTAL?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit223">18.34 What's new in xEdit 2.2.3?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit220">18.35 What's new in xEdit 2.2.0?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit12">18.36 What's new in xEdit 1.2?</a></p>
<p class="list-1">• <a href="#WhatsnewinxEdit11">18.37 What's new in xEdit 1.1?</a></p>
<p class="list-1">• <a href="#YouKnowWhatYouAreDoing">18.38 You Know What You Are Doing</a></p>
</div>
<h1 id="WhatsnewinxEdit414">18.1 - What's new in xEdit 4.1.4?</h1>
<p class="empty"> </p>
<h2 id="Bugfixes">18.1.1 - Bugfixes</h2>
<p class="empty"> </p>
<p class="list-1">• #826 - FO4 VMADs with complex script properties still parse incompletely</p>
<p class="list-1">• #864 - subgraph data is incorrectly created/overriden</p>
<p class="list-1">• #888 - Plugins with no masters can't resolve references to hardcoded records</p>
<p class="list-1">• #897 - Assertion Failure when using Referenced By to jump to INFO</p>
<p class="list-1">• #904 - Any mod referred to in INOM and INOA in all present overrides will be added to a mod's master list on override</p>
<p class="list-1">• #908 - overriding a creature in fo3/fnv mode doesn't properly copy NIFZ and KFFZ sections</p>
<p class="list-1">• #954 - IMAD unknown flags in 4.1.3h</p>
<p class="empty"> </p>
<h2 id="Minorchanges">18.1.2 - Minor changes</h2>
<p class="empty"> </p>
<p class="list-1">• #856 - Ability to apply xEdit script to selected refs in Referenced By window</p>
<p class="list-1">• (reported on Discord) - added optional 4th <code>aSilent: Boolean</code> parameter to <code>AddRequiredElementMasters</code> script function</p>
<p class="empty"> </p>
<h1 id="WhatsnewinxEdit41x">18.2 - What's new in xEdit 4.1.x?</h1>
<p class="empty"> </p>
<p>There are a large number of changes between 4.0.x and 4.1.x which aren't currently documented here, but will be before the release of 4.2.x</p>
<p class="empty"> </p>
<h1 id="WhatsnewinxEdit405">18.3 - What's new in xEdit 4.0.5?</h1>
<p class="empty"> </p>
<h2 id="Bugfixes1">18.3.1 - Bugfixes</h2>
<p class="empty"> </p>
<p class="list-1">• (reported on Discord) - .strings files may not be saved if there were no changes to the .es? file</p>
<p class="empty"> </p>
<h1 id="WhatsnewinxEdit404">18.4 - What's new in xEdit 4.0.4?</h1>
<p class="empty"> </p>
<h2 id="Bugfixes2">18.4.1 - Bugfixes</h2>
<p class="empty"> </p>
<p class="list-1">• #777 - [Skyrim SE/LE] - Unknown Map Marker TNAM value 59</p>
<p class="list-1">• #788 - For Oblivion Copy as overrides fails for MGEF</p>
<p class="list-1">• #792 - Flipped indexes in display of blocks and sub-blocks</p>
<p class="list-1">• #803 - after cleaning, some new worldspaces from DLCs may not load their temporary records correctly</p>
<p class="list-1">• #813 - Unknown field in Script Fragments decoded by Creation Kit error log</p>
<p class="list-1">• #823 - FO3: Anchorage.esm & PointLookout.esm need Mark Modified applied during QAC</p>
<p class="list-1">• #848 - Records with hardcoded FormIDs show as new records instead of overrides/injected</p>
<p class="list-1">• #853 - FNV - cleaning dead money master erases map geometry</p>
<p class="list-1">• #855 - After cleaning dlcnukaworld.esm, items in Nuka-Town market vanish</p>
<p class="list-1">• #860 - tooltip always disappears after a second</p>
<p class="list-1">• #863 - FO4: DefaultObject forms (DFOB) should override via EditorID</p>
<p class="list-1">• #871 - Updates for Static Collections [FO4]</p>
<p class="list-1">• #875 - TES4Edit 4.0.3 not able to copy Magic Effect Records</p>
<p class="list-1">• #886 - Crash by confirming add of *no* master</p>
<p class="list-1">• #880 - Minor problem with double clicking during module selection</p>
<p class="list-1">• #894 - [Skyrim] Several RACE subrecords are not marked as required</p>
<p class="list-1">• #909 - xEdit should double apostrophes in generated LOOT masterlist entry names</p>
<p class="list-1">• #912 - TES4Edit crashes when trying to load Nehrim.esm</p>
<p class="list-1">• #914 - RNAM subrecord of INFO needs to be treated as case sensitive</p>
<p class="list-1">• #916 - DR displayed incorrectly in Armor and Armor Addons for F3/NV</p>
<p class="list-1">• #919 - For REFR, Linked Rooms Count needs to be updated whenever the Linked Rooms are changed</p>
<p class="list-1">• #926 - [FO4] Load order is being ignored</p>
<p class="list-1">• #946 - GetNewFormID only allows 0 argument when it needs IwbFile as the input</p>
<p class="list-1">• #949 - [TES4] Oblivion.esm shows as edited when using VQSC mode</p>
<p class="list-1">• #953 - Time passed wrong for long running scripts</p>
<p class="list-1">• #959 - Quick Auto Clean should force-enable "Remove OFST Data"</p>
<p class="list-1">• #964 - SLGM and FLOR refs are completely valid for pack data</p>
<p class="list-1">• #965 - Game master automatically re-added after clean masters removes it (when no masters left)</p>
<p class="list-1">• #972 - NPC_ 'Geared Up Weapons' should only show 1 byte</p>
<p class="list-1">• #973 - GetIsID condition with Hazard argument is reported as an error</p>
<p class="list-1">• #974 - xNVSE inline variable declarations comes up as error in error checking</p>
<p class="list-1">• (reported on Discord) - .esl extensions don't always force loading as ESL correctly when the module is not ESL flagged</p>
<p class="list-1">• (reported on Discord) - [TES4] EDID and ESCE incorrectly report "Expected 4 bytes but found 0" when running "Check for Errors" on MGEF</p>
<p class="list-1">• (reported on Discord) - EnderalSE mode incorrectly performs exact instead of partial matching when loading .bsa for loaded modules</p>
<p class="list-1">• (reported on Discord) - Long running operations like filters and scripts can't be aborted</p>
<p class="list-1">• (reported on Discord) - 64 bit version does not handle extended FormID range in FO4 correctly</p>
<p class="list-1">• (reported on Discord) - saving a file without changes could discard previously queued saves for that file, resulting in data loss</p>
<p class="list-1">• (reported on Discord) - loading a masterless file alone can crash xEdit if it contains references to hardcoded records</p>
<p class="list-1">• (found by developer) - Need to force InternalEdit for AfterSet handlers</p>
<p class="empty"> </p>
<h2 id="Minorchanges3">18.4.2 - Minor changes</h2>
<p class="empty"> </p>
<p class="list-1">• #827 - Allow SSEEdit to Minimize during processing</p>
<p class="list-1">• #901 - "Unhide all..." option in column context menu</p>
<p class="list-1">• #902 - Option to ignore MHDT conflicts when using Very Quick Show Conflicts (use <code>-IgnoreWorldMHDT</code> parameter)</p>
<p class="empty"> </p>
<h2 id="EnderalSpecialEdition">18.4.3 - Enderal Special Edition</h2>
<p class="empty"> </p>
<p>Initial support for Enderal Special Edition has been added.</p>
<p class="empty"> </p>
<p>xEdit can be renamed to <code>EnderalSEEdit.exe</code> or started with <code>-enderalse</code> as parameter.</p>
<p class="empty"> </p>
<h2 id="QuickEdit">18.4.4 - QuickEdit</h2>
<p class="empty"> </p>
<p>By starting xEdit with a <code>-quickedit:somefile.esp</code> parameter, only that file (and it's required masters) will be initially selected in the Module Selection Form.</p>
<p class="empty"> </p>
<p>It is possible to list multiple files, e.g. <code>-quickedit:dawnguard.esm dragonborn.esm</code>.</p>
<p class="empty"> </p>
<p>This parameter can be combined with <code>-autoload</code> (see below).</p>
<p class="empty"> </p>
<h1 id="WhatsnewinxEdit403">18.5 - What's new in xEdit 4.0.3?</h1>
<p class="empty"> </p>
<h2 id="Bugfixes4">18.5.1 - Bugfixes</h2>
<p class="empty"> </p>
<p class="list-1">• #649 - Right pane filter bug</p>
<p class="list-1">• #654 - [FO4] Check for Errors: reports error when a region / object list has SCOL entries</p>
<p class="list-1">• #659 - When comparing records, right-clicking to Expand All produces a contextual menu that hangs the Expand All functionality</p>
<p class="list-1">• #669 - CELL at 0,0 may be spuriously added to worldspaces during cleaning.</p>
<p class="list-1">• #670 - [FO4] Damage magic effects mislabeled subrecord</p>
<p class="list-1">• #674 - Invalid ITMs may be reported in rare cases when form versions differ</p>
<p class="list-1">• #676 - Ghosted ESPs and Modgroups</p>
<p class="list-1">• #678 - AccessViolation while generating conflict status in rare cases</p>
<p class="list-1">• #691 - [FO4/FO76] Copying CELL data into a file can cause landscape collision to be re-enabled when it shouldn't</p>
<p class="list-1">• #694 - scheduled save from save failure not removed on subsequent successes</p>
<p class="list-1">• #695 - Typo in Weap>DNAM>Animation Type: Balistic -> Ballistic</p>
<p class="list-1">• #682 - The path bar covers the forward and back buttons if the window is too small</p>
<p class="list-1">• #696 - Double Listing of "Decrease Equip Time" in Weapon Mod Effect</p>
<p class="list-1">• #697 - Cannot apply scripts using Classes, SysUtils, StrUtils or Windows units</p>
<p class="list-1">• #708 - "Clean masters" function doesn't remove all masters at first use</p>
<p class="list-1">• #718 - access violation when holding delete</p>
<p class="list-1">• #720 - wrong order for FNAM and LNAM in MUST</p>
<p class="list-1">• #721 - The MTNM field in RACE record is written with unnecessary terminating 0 byte</p>
<p class="list-1">• #729 - LODGen can fail with references that have NULL or unresolvable Base FormIDs</p>
<p class="list-1">• #732 - New CK leaves Base record listed for deleted REFRs, should not be marked as error</p>
<p class="list-1">• #733 - changing the form id of an overridden record doesn't update the link between original and override until restart</p>
<p class="list-1">• #734 - right side window's record overrides don't focus on currently selected mod</p>
<p class="list-1">• #737 - Ambiguity in Skyrim's QUST definition</p>
<p class="list-1">• #747 - Ambiguity in Skyrim's PACK definition</p>
<p class="list-1">• #748 - Changing ANAM in Skyrim's PACK does not update the CNAM prompt</p>
<p class="list-1">• #750 - form id override's id changes while the original fails in case id number's changed to an existing id</p>
<p class="list-1">• (reported on Discord) - cleaning Dragonborn.esm can make Boars non-aggressive</p>
<p class="list-1">• (reported on Discord) - crash in NAVM when triangle edge is flagged as edge link, but the number stored in the edge field can't look up a valid external NAVM via the Edge Links table</p>
<p class="list-1">• (reported on Discord) - VeryQuickShowConflicts may very rarely not show certain conflicts</p>
<p class="list-1">• (reported on Discord) - Hardcoded (FormID < 800) records are not handled correctly in modules that don't have the game master as a master</p>
<p class="list-1">• (reported on Discord) - adding a new module after having performed a "Compare To" puts the new module at the wrong load order</p>
<p class="list-1">• (reported on Discord) - error when copying nif blocks with skinning</p>
<p class="list-1">• (reported on Discord) - double click on integer and float elements does not show in-place editor if they are inside a union</p>
<p class="list-1">• (reported on Discord) - in very rare cases, a change might not result in the file being marked as having unsaved changes</p>
<p class="list-1">• (reported on Discord) - changing the FormID of a record might not always update the FormID of the "Children of" group for that record</p>
<p class="list-1">• (reported on Discord) - Module selection misbehaves for modules with missing masters</p>
<p class="list-1">• (reported on Discord) - [TES5/SSE] BOOKs teaching SPELs should not allow NULL</p>
<p class="list-1">• (found by developer) - TdfElement.LoadFromResource does not report if the resource can't be found</p>
<p class="list-1">• (found by developer) - Quick [Auto] Clean allows selecting the game master (which makes no sense)</p>
<p class="list-1">• (found by developer) - [FO4] incorrect subrecord order in CELL</p>
<p class="list-1">• (found by developer) - injected records are not showing up in drop down of FormID in-place editor</p>
<p class="list-1">• (found by developer) - orphaned "Children of" groups can cause Asserts when trying to display them in the nav tree view</p>
<p class="empty"> </p>
<h2 id="Minorchanges5">18.5.2 - Minor changes</h2>
<p class="empty"> </p>
<p class="list-1">• #637 - [FO4/FO76] TTEB - Unknown in RACE record is "Blend Operation"</p>
<p class="list-1">• #679 - [FO4/FO76] VISI and PCMB subrecords decoding</p>
<p class="list-1">• #722 - suffix removal during formid copying</p>
<p class="list-1">• #731 - [FO4] "Unknown 11" in the "Data-Flags" subrecord of CELL records is "Hidden from Interior Cell List"</p>
<p class="list-1">• [FO3/FNV] Flag 0 in BOOK means "Scroll"</p>
<p class="list-1">• [FO3/FNV] make "RuntimeScriptProfiler xSE Extension Log" available</p>
<p class="list-1">• Report error records in PrepareSave with full path instead of just their name</p>
<p class="list-1">• Show tooltip hint for View column headers</p>
<p class="list-1">• Show indices for unsorted SubRecord Arrays</p>
<p class="list-1">• [TES5/SSE] added ENCH to Knowable Forms</p>
<p class="list-1">• Allow assigning to deleted records</p>
<p class="list-1">• Experts can activate an option which enables an extended FormID space (<code>001</code>-<code>FFF</code> instead of <code>800</code>-<code>FFF</code>) when compacting for ESL</p>
<p class="list-1">• Check for Errors now reports invalid ObjectID in light modules and HITMEs</p>
<p class="empty"> </p>
<h2 id="ShortenedParameters">18.5.3 - Shortened Parameters</h2>
<p class="empty"> </p>
<p>Some parameters can be specified in a shortened way now:</p>
<p class="list-1">• <code>-quickshowconflicts</code> as <code>-qsc</code></p>
<p class="list-1">• <code>-veryquickshowconflicts</code> as <code>-vqsc</code></p>
<p class="list-1">• <code>-autogamelink</code> as <code>-agl</code></p>
<p class="list-1">• <code>-quickclean</code> as <code>-qc</code></p>
<p class="list-1">• <code>-quickautoclean</code> as <code>-qac</code></p>
<p class="empty"> </p>
<h2 id="ChangestoQuickAutoClean">18.5.4 - Changes to QuickAutoClean</h2>
<p class="empty"> </p>
<p>As a fix for a problem in Dawnguard.esm (see details below in previous version) QAC was marking all records in a to be cleaned file as modified, which made xEdit assemble these records from parsed data instead of just writing out the bytes that were read when the file was loaded.</p>
<p class="empty"> </p>
<p>This resulted in problems when cleaning Dragonborn.esm (and possibly other files).</p>
<p class="empty"> </p>
<p>xEdit is now only marking all records as modified in <code>Dawnguard.esm</code></p>
<p class="empty"> </p>
<p>This behavior can be controlled with 2 parameters:</p>
<p class="list-1">• <code>-NoAutoMarkModified</code> prevents mark modified from being applied to <code>Dawnguard.esm</code> (resulting in the Soul Cairn error described below)</p>
<p class="list-1">• <code>-ForceMarkModified</code> always applies mark modified to the cleaned file (if there was anything to clean)</p>
<p class="empty"> </p>
<h1 id="WhatsnewinxEdit402">18.6 - What's new in xEdit 4.0.2?</h1>
<p class="empty"> </p>
<h2 id="KoFi">18.6.1 - Ko-Fi</h2>
<p class="empty"> </p>
<p>A number of users asked for a way to support xEdit development without using Patreon and/or PayPal.</p>
<p class="empty"> </p>
<p>It is now possible to support xEdit development with both one time and monthly donations via Ko-Fi, charged directly to a credit card using stripe.com (or via PayPal) in AU$.</p>
<p class="empty"> </p>
<p>The Ko-Fi Page is linked via the Ko-Fi button in the top right corner of the main form.</p>
<p class="empty"> </p>
<h2 id="GamerPoetsVideos">18.6.2 - GamerPoets Videos</h2>
<p class="empty"> </p>
<p>A new "Videos" button has been added in the top right corner of the main form.</p>
<p class="empty"> </p>
<p>This will open a YouTube playlist with xEdit specific videos by GamerPoets.</p>
<p class="empty"> </p>
<h2 id="Bugfixes6">18.6.3 - Bugfixes</h2>
<p class="empty"> </p>
<p class="list-1">• #634 - [FO4] Unknown Perk Entrypoint 157</p>
<p class="list-1">• #636 - Adding a script fragment to a Quest's VMAD record doesn't update the fragmentCount field</p>
<p class="list-1">• (reported on Discord) - xEdit remembers (unwantedly) if the main form was minimized when it was last closes and restores that state</p>
<p class="list-1">• (reported on Discord) - When the same file is saved twice within the same second, it results in an error while renaming .save files on shutdown</p>
<p class="list-1">• (reported on Discord) - [FNV] Unused at the end of BMDT is wrongly defined as variable size (should always be 3 bytes)</p>
<p class="list-1">• (reported on Discord) - Collapsing of record storage (used when adding/removing/sorting masters) can under certain circumstances result in an assert while trying to save the file later</p>
<p class="list-1">• (reported on Discord) - "Deep Copy as Override" does not check records in child groups when looking for masters that need to be added to the target</p>
<p class="list-1">• (reported on Discord) - When using <code>Insert</code> key in the View, it is not possible to use Ctrl to flip the "Focus newly added elements in View" option</p>
<p class="list-1">• (reported on Discord) - [SSE] DATA in WATR is Unused</p>
<p class="list-1">• (reported on Discord) - Without theme, the icons in the top right corner have a black background (thanks shad0wshayd3 for the fix)</p>
<p class="list-1">• (found by developer) - Saving <code>.esm</code> or <code>.esl</code> files without ESM flag for SSE stripped ONAM instead of writing it as required (the game treats files with these extension always as having ESM)</p>
<p class="list-1">• (found by developer) - <code>AddMasters()</code> can be called with names that are not valid module files</p>
<p class="list-1">• (found by developer) - The navigation treeview unnecessarily checks nodes of them main game masters for changes</p>
<p class="list-1">• (found by developer) - [TES5/SSE] Words of Power in SHOU should not be alignable</p>
<p class="list-1">• (found by developer) - [FO3/FNV] Some strings that are translatable are not flagged as such</p>
<p class="list-1">• (found by developer) - [FO3/FNV] Sort FLST should be disabled by default</p>
<p class="list-1">• (found by developer) - Duplicate "Children of" GRUPs should report a non-fatal error instead of asserting</p>
<p class="empty"> </p>
<h2 id="CollapsedConditions">18.6.4 - Collapsed Conditions</h2>
<p class="empty"> </p>
<p>Collapsed Conditions now display the condition in an easily readable compact 1 line format.</p>
<p class="empty"> </p>
<p>Conditions are now collapsed by default. An option has been added to control this.</p>
<p class="empty"> </p>
<h2 id="CollapseArrayswithBenignConflictPrioritybyDefault">18.6.5 - Collapse Arrays with Benign Conflict Priority by Default</h2>
<p class="empty"> </p>
<p>A new Option "Collapse Arrays with Benign Conflict Priority by Default" has been added (defaults to true).</p>
<p class="empty"> </p>
<p>When this option is active, Arrays with a Conflict Priority of Benign will be initially collapsed.</p>
<p class="empty"> </p>
<h2 id="ManualCleaningfunctionsaredeprecated">18.6.6 - Manual Cleaning functions are deprecated</h2>
<p class="empty"> </p>
<p>Manual Cleaning functions ('Apply Filter for Cleaning', 'Undelete and Disable References', and 'Remove "Identical to Master" records' are considered obsolete with the introduction of 'Quick Auto Clean' mode and will now only show a message explaining this.</p>
<p class="empty"> </p>
<p>More information about Quick Auto Clean can be found in this What's New document (in multiple places below, use the search function).</p>
<p class="empty"> </p>
<h2 id="QuickShowConflictsQuickAutoCleanandAutoGameLinkSubModes">18.6.7 - [Very] Quick Show Conflicts, Quick [Auto] Clean, and Auto Game Link Sub Modes</h2>
<p class="empty"> </p>
<p>These sub modes of Edit mode can now be accessed using the name of the exe in addition to use of parameters.</p>
<p class="empty"> </p>
<p>To use these modes, you can rename the as e.g.:</p>
<p class="empty"> </p>
<p class="list-1">• Very Quick Show Conflicts: <code>FO3EditVeryQuickShowConflicts.exe</code> or <code>TES4EditVQSC.exe</code></p>
<p class="list-1">• Quick Show Conflicts: <code>SSEEditQuickShowConflicts.exe</code> or <code>TES5EditQSC.exe</code></p>
<p class="list-1">• Quick Auto Clean: <code>FNVEditQuickAutoClean.exe</code> or <code>FO4EditQAC.exe</code></p>
<p class="list-1">• Quick Clean: <code>TES4EditQuickClean.exe</code> or <code>SSEEditQC.exe</code></p>
<p class="list-1">• Auto Game Link: <code>FO4EditAutoGameLink.exe</code> or <code>FO4EditAGL.exe</code></p>
<p class="empty"> </p>
<p>These sub modes will now show in the Window Caption of the Main Window, to make it easy to see that xEdit has been started in one of these modes.</p>
<p class="empty"> </p>
<h2 id="AutoLoadforQuickAutoClean">18.6.8 - Auto Load for Quick [Auto] Clean</h2>
<p class="empty"> </p>
<p>The <code>-autoload</code> parameter can be used together with <code>-quickautoclean</code> or <code>-quickclean</code> parameters.</p>
<p class="empty"> </p>
<p>It is then necessary to specify the module that should be cleaned on the command line.</p>
<p class="empty"> </p>
<p>e.g.: <code>SSEEdit.exe -quickautoclean -autoload update.esm</code></p>
<p class="empty"> </p>
<h2 id="AutoExit">18.6.9 - Auto Exit</h2>
<p class="empty"> </p>
<p>The new <code>-autoexit</code> parameter can be used together with a number of different modes (e.g. Quick [Auto] Clean, LODGen, Script) to have xEdit automatically close after the operation is finished.</p>
<p class="empty"> </p>
<h2 id="Enderal">18.6.10 - Enderal</h2>
<p class="empty"> </p>
<p>Initial support for Enderal has been added.</p>
<p class="empty"> </p>
<p>xEdit can be renamed to <code>EnderalEdit.exe</code> or started with <code>-enderal</code> as parameter.</p>
<p class="empty"> </p>
<p>A known problem currently is that if Enderal was installed in one location and then later moved to a different location with Steam, Steam does not update the registry with the new installation path and xEdit will be unable to find Enderal's Data path.</p>
<p class="empty"> </p>
<h2 id="Fallout76">18.6.11 - Fallout 76</h2>
<p class="empty"> </p>
<p>Definitions have been updated to account for increased form version in 1.0.4 and 1.0.5 patches.</p>
<p class="empty"> </p>
<h2 id="SortingofINFOrecords">18.6.12 - Sorting of INFO records</h2>
<p class="empty"> </p>
<p>Problems with INFO sorting have been fixed and INFO sorting is automatically enabled by default for all games where it applies. (There should normally never be a need to turn it off, and turning it off can result in files being written that will not result in the correct INFO order when read by the game engine or CK.)</p>
<p class="empty"> </p>
<p>Background Info: INFO records resolve their PNAM (previous INFO) reference at the moment they are loaded, for this to work correctly the referenced INFO record must have been loaded before. To achieve this, INFO records need to be sorted according to their PNAM before being written to file.</p>
<p class="empty"> </p>
<p>The Sort INFO option has been split into "Sort INFO" (default to True) and "Fill missing PNAM" (default to False, to preserve the previous behavior were Sort INFO was turned off by default).</p>
<p class="empty"> </p>
<p>The navigation treeview now by default shows the INFO children of DIAL records in the order derived from their PNAM values (the same order that they are also displayed in CK and the order in which they are processed by the game) instead of sorted by FormID. This can be changed using the context menu on the FormID column header of the navigations treeview.</p>
<p class="empty"> </p>
<p>New parameters have been added to control these two options (overriding whatever has been set in the options when used): <code>-SortINFO</code>, <code>-NoSortINFO</code>, <code>-FillPNAM</code>, and <code>-NoFillPNAM</code>.</p>
<p class="empty"> </p>
<h2 id="ONAMUpdateMode">18.6.13 - ONAMUpdate Mode</h2>
<p class="empty"> </p>
<p>ONAM is the signature of a subrecord in the file header that's used to list all overridden records in temporary CELL children groups in the file. It is required for ESM flagged files to allow support for loading temporary records on-demand by the game engine. xEdit already automatically correctly writes ONAM for ESM flagged files.</p>
<p class="empty"> </p>
<p>ONAMUpdate mode can be used to have xEdit fully automatically create ONAM subrecords also for all non ESM flagged files. The purpose is to support a new option in SSE Engine Fixes to make the game load all files as if they were masters. Further information about this can be found in SSE Engine Fixes.</p>
<p class="empty"> </p>
<p>There is no reason to use ONAMUpdate mode if you aren't going to use that function in SSE Engine Fixes.</p>
<p class="empty"> </p>
<p>To run xEdit in ONAMUpdate mode, you can either rename it to <code>SSEONAMUpdate.exe</code> or start it with the <code>-ONAMUpdate</code> parameter.</p>
<p class="empty"> </p>
<p>A new Option "Always save ONAM" has been added (defaults to true). When this Option is active, xEdit will write ONAM when saving not ESM flagged files. (Without the Option, saving a non-ESM flagged file will strip out ONAM.)</p>
<p class="empty"> </p>
<p>When running ONAMUpdate mode, this option will be turned on and is saved in the settings file.</p>
<p class="empty"> </p>
<p>The option can be forced on using the <code>-AlwaysSaveONAM</code> parameter.</p>
<p class="empty"> </p>
<h2 id="bsaba2Handling">18.6.14 - .bsa/.ba2 Handling</h2>
<p class="empty"> </p>
<p>xEdit specific code for <code>.bsa</code>/<code>.ba2</code> has been completely replaced with the code from <code>BSArch</code>.</p>
<p class="empty"> </p>
<p>This change adds support for TES3 <code>.bsa</code> archives as well as support for additional texture formats for FO4 and FO76 texture <code>.ba2</code> archives.</p>
<p class="empty"> </p>
<p>It also fixes some issues where certain <code>.bsa</code> files (e.g. extra voices when language in Steam has been set to Polish for TES5) could result in an endless loop while starting xEdit.</p>
<p class="empty"> </p>
<h2 id="ExpertOptions">18.6.15 - Expert Options</h2>
<p class="empty"> </p>
<p>Some Options have been moved to a new Experts tab which is only visible if you Know What You Are Doing.</p>
<p class="empty"> </p>
<h2 id="ShrinkingSpeedButtons">18.6.16 - Shrinking SpeedButtons</h2>
<p class="empty"> </p>
<p>On the "UI Settings" tab, a new "Shrink SpeedButtons in the top right corner of the main form" Option has been added. The option is also available in the context menu of the buttons. (Thanks to shad0wshayd3 for improving the implementation.)</p>
<p class="empty"> </p>
<p>Selecting this option will remove the captions from the Help / Videos / NexusMods / GitHub / Discord / Patreon / Ko-Fi / PayPal buttons.</p>
<p class="empty"> </p>
<h1 id="WhatsnewinxEdit401">18.7 - What's new in xEdit 4.0.1?</h1>
<p class="empty"> </p>
<h2 id="Bugfixes7">18.7.1 - Bugfixes</h2>
<p class="empty"> </p>
<p class="list-1">• #618 - 3.3 and 4.0.0 fail to update records when changing form IDs (breaks auto-renumbering, merging)</p>
<p class="list-1">• #619 - Assertion failure when running REPLACE MODEL FILE NAME script</p>
<p class="list-1">• (reported on Discord) - attempted reporting of encoding error might result in endless loop and crash</p>
<p class="list-1">• (reported on Discord) - back/forward mouse buttons do not work in 64bit</p>
<p class="list-1">• (reported on Discord) - Legend Form can show up with 0 size under some conditions</p>
<p class="list-1">• (reported on Discord) - [FNV] TCFU in INFO should be called "Follow Up"</p>
<p class="list-1">• (reported on Discord) - [TES5/SSE] "PlayerKnows" condition does not accept WOOP parameters</p>
<p class="list-1">• (reported on Discord) - broken <code>.bsa</code>/<code>.ba2</code> crashes the loading instead of just giving an error message</p>
<p class="list-1">• (reported on Discord) - Remove ITM should not apply to injected records</p>
<p class="list-1">• (reported on Discord) - "Dialog Topic" and "Worldspace" Groups can be very slow to expand</p>
<p class="list-1">• (reported on Discord) - Script access to TSearchRec is broken in 64bit</p>
<p class="list-1">• (found by developer) - the View tab is initially visible without a record having been selected in the navigation treeview</p>
<p class="list-1">• (found by developer) - main records do not correctly cache that they have already searched for a child group</p>
<p class="list-1">• (found by developer) - if the focused navigation treeview node is moved outside the current visible nodes, it is not scrolled into view automatically</p>
<p class="list-1">• (found by developer) - certain scripts with <code>for</code> loops or <code>case</code> statements might fail with <code>Integer required</code> error in 64 bit</p>
<p class="empty"> </p>
<h2 id="PayPalButton">18.7.2 - PayPal Button</h2>
<p class="empty"> </p>
<p>By popular demand, a PayPal button has been added for people that prefer to make a one-off donation instead of pledging on Patreon.</p>
<p class="empty"> </p>
<h2 id="NexusModsandGitHubbuttons">18.7.3 - NexusMods and GitHub buttons</h2>
<p class="empty"> </p>
<p>When a new update is available, the caption of the NexusMods and GitHub buttons will now be bold and underlined.</p>
<p class="empty"> </p>
<h1 id="WhatsnewinxEdit400">18.8 - What's new in xEdit 4.0.0?</h1>
<p class="empty"> </p>
<h2 id="WhatsNew">18.8.1 - What's New</h2>
<p class="empty"> </p>
<p>A "What's New" document has been created and is embedded inside the exe file.</p>
<p class="empty"> </p>
<p>It is automatically shown on program start. By checking the "Don't show until changed" checkbox, it is no longer shown on future starts until the What's New document has changed (because xEdit was updated).</p>
<p class="empty"> </p>
<h3 id="TableofContents">18.8.1.1 - Table of Contents</h3>
<p class="empty"> </p>
<p>The TOC button in the top left corner of the What's New Form (also when docked in the What's New Tab) can be used to show or hide a Table of Contents.</p>
<p class="empty"> </p>
<p><code>Double Click</code> or <code>Enter</code> in the TOC will scroll the selected header into view.</p>
<p class="empty"> </p>
<p>Width of the TOC is adjustable with a splitter.</p>
<p class="empty"> </p>
<p>State (visible or not) and width of the TOC is saved and restored when the Form shows again.</p>
<p class="empty"> </p>
<h3 id="Search">18.8.1.2 - Search</h3>
<p class="empty"> </p>
<p>A search edit has been added to the What's New Viewer.</p>
<p class="empty"> </p>
<p><code>ALT + S</code> or <code>CTRL + F</code> focus the search edit.</p>
<p class="empty"> </p>
<p><code>F3</code> when the main text is focused keeps searching from the current cursor position.</p>
<p class="empty"> </p>
<p><code>Enter</code> when the search edit is focused keeps searching from the current position if the search text has remained unchanged, or starts for the start if the search text has changed.</p>
<p class="empty"> </p>
<h3 id="Zoom">18.8.1.3 - Zoom</h3>
<p class="empty"> </p>
<p>A zoom trackbar has been added to the What's New Viewer.</p>
<p class="empty"> </p>
<p>Zoom can be controlled with <code>CTRL + 0, +, or -</code>.</p>
<p class="empty"> </p>
<h2 id="UIThemes">18.8.2 - UI Themes</h2>
<p class="empty"> </p>
<p>xEdit now supports a number of build in UI Themes. They can be activated either through the "Theme" sub menu in the system menu (icon on the top left corner) of the main window, or via the UI Theme tab in the Options.</p>
<p class="empty"> </p>
<p>The UI Theme tab in the Options provides a preview of the selected theme.</p>
<p class="empty"> </p>
<p>In both the Theme menu and the UI Theme tab, the themes are separated into Light (darker text on lighter background) and Dark (lighter text on darker background) themes.</p>
<p class="empty"> </p>
<p>Themes require desktop composition to be enabled. The option to select themes is hidden if the system requirements are not met.</p>
<p class="empty"> </p>
<h2 id="Themeawarenessforconflictcolour">18.8.3 - Theme awareness for conflict colour</h2>
<p class="empty"> </p>
<p>xEdit is now aware of the current colour scheme (be it the standard windows colours or from an explicitly selected Theme) as Light (darker text on lighter background) and Dark (lighter text on darker background) and will automatically use modified (lighter/darker) text and background colours based on the colours specified in the Options for signaling conflict status.</p>
<p class="empty"> </p>
<h2 id="Legendforconflictcolours">18.8.4 - Legend for conflict colours</h2>
<p class="empty"> </p>
<p>At the top right corner of the View tab is now a Legend button which toggles the visibility of a Legend tool window which shows all possible combinations of Conflict This (text colour) and Conflict All (background colour).</p>
<p class="empty"> </p>
<p>While the Legend form is open, when changing the focused cell in the View treeview, the matching cell (Conflict This/Conflict All) in the Legend window is focused.</p>
<p class="empty"> </p>
<h2 id="HighDPIaware">18.8.5 - High-DPI aware</h2>
<p class="empty"> </p>
<p>xEdit is now flagged as High-DPI aware and the UI should generally scale correctly when the scale factor is set to > 100% in the windows settings. A known limitation is that window caption bars and some other elements are not scaling correctly when custom themes are used.</p>
<p class="empty"> </p>
<h2 id="HamburgerMenu">18.8.6 - "Hamburger" Menu</h2>
<p class="empty"> </p>
<p>A "Hamburger Menu" button has been added to the top left corner of the main window. This button opens a menu with (currently) the following entries:</p>
<p class="empty"> </p>
<p class="list-1">• Localization</p>
<p class="list-1">• GameLink (if present)</p>
<p class="list-1">• Save</p>
<p class="list-1">• Options</p>
<p class="empty"> </p>
<p>More menu items that are unnecessarily (= not depending on context) in different context menus may get moved to this menu in the future.</p>
<p class="empty"> </p>
<h2 id="ESLsupport">18.8.7 - ESL support</h2>
<p class="empty"> </p>
<p>xEdit now fully supports the ESL flag in the file header (as well as the .esl extension which implicitly always sets the ESL flag).</p>
<p class="empty"> </p>
<p>ESL flagged modules will be loaded into a "light" slot and will have their FormIDs mapped into the FExxx space. Exactly like the game engine. This means it is now possible to have up to 253 "full" modules (00 to FD) and 4096 "light" modules (FE000 to FEFFF) loaded at the same time.</p>
<p class="empty"> </p>
<p>The ESL flag does not affect load order (light modules can load before full modules, the first digits of the FormID are NOT a reliable way to determine load order anymore).</p>
<p class="empty"> </p>
<p>xEdit will prevent files from being saved with set ESL flag if they are not compatible (contain new records with an ObjectID, that's the last digits in the FormID, > $FFF) and will warn on loading incorrectly ESL flagged modules.</p>
<p class="empty"> </p>
<p>ESL support can be controlled with two parameters:</p>
<p><code>-IgnoreESL</code> will load all modules into full slots, ignoring the ESL flag and the .esl extension</p>
<p><code>-PseudoESL</code> will load all ESL compatible modules into light slots, even without the ESL flag and the .esl extension. This works even for games that do not have ESL support in the game engine.</p>
<p class="empty"> </p>
<h2 id="Fallout76support">18.8.8 - Fallout 76 support</h2>
<p class="empty"> </p>
<p>Fallout 76 mode can be enabled by renaming the exe to <code>FO76Edit.exe</code> or starting it with <code>-fo76</code> as parameter.</p>
<p class="empty"> </p>
<p>All records have working definitions. Reference building is supported and it is possible to fully load SeventySix.esm with fully build references without errors.</p>
<p class="empty"> </p>
<p>Fallout 76 support is generally ready to the point that anyone should be able to use it to look at SeventySix.esm without much of a chance for error messages or crashes.</p>
<p class="empty"> </p>
<p>But significant amount of work remains to further refine the record definitions and identify the many new "Unknown" values that have been added.</p>
<p class="empty"> </p>
<h2 id="ReferencedByCaching">18.8.9 - Referenced By Caching</h2>
<p class="empty"> </p>
<p>Referenced By information is now being cached after being build. The cache files only need to be rebuild if the CRC of the module or application changes.</p>
<p class="empty"> </p>
<p>Refs are only saved to cache if reaching a threshold of more than 500 records in the file or ref building is taking more than 2 seconds.</p>
<p class="empty"> </p>
<p>The message log shows if referenced information is build or loaded, and if build, if it has been saved.</p>
<p class="empty"> </p>
<p>As Referenced By information is now always automatically build for the {game}.esm file as well, the first start after an update can take a few minutes, but all further starts will be able to read in the cached information in seconds.</p>
<p class="empty"> </p>
<p>The cache files have the extension .refcache and are stored by default in "Data\{game} Cache\". The actual used cache path is shown in the messages log.</p>
<p class="empty"> </p>
<p>The cache system can be controlled with these parameters:</p>
<p><code>-DontCache</code> = completely disables ref caching</p>
<p><code>-DontCacheLoad</code> = don't load cache files if present, but save if possible</p>
<p><code>-DontCacheSave</code> = don't save cache files after building refs</p>
<p><code>-C:{path}</code> = path to use for cache files</p>
<p class="empty"> </p>
<h2 id="MultithreadedbuildingandloadingofReferencedByinformation">18.8.10 - Multi-threaded building and loading of Referenced By information</h2>
<p class="empty"> </p>
<p>The process of building or loading Referenced By information during start is now performed in multiple threads and will scale well with the number of CPU cores available. This can significantly speed up startup time.</p>
<p class="empty"> </p>
<h2 id="ApplicationandmoduleCRC32information">18.8.11 - Application and module CRC32 information</h2>
<p class="empty"> </p>
<p>The CRC32 of the application file is shown at the top of the messages log</p>
<p>The CRC32 of loaded modules is shown during the loading and in the navigation treeview.</p>
<p class="empty"> </p>
<h2 id="Improvedlanguageandcodepagesupport">18.8.12 - Improved language and codepage support</h2>
<p class="empty"> </p>
<p>Module files for the supported games store their strings generally ANSI (one byte per character) strings. This requires that the correct codepage (mapping between characters and their byte values) is used. Previous versions of xEdit had very limited support for accessing module files that didn't use the same ANSI codepage as the system ANSI codepage of the local system.</p>
<p class="empty"> </p>
<p>xEdit no longer simply uses the system ANSI codepage, but instead uses specific encodings for certain classes of strings.</p>
<p class="empty"> </p>
<p>These changes allow explicit control of all used codepages, and make xEdit's behavior independent from the ANSI system codepage of the local OS.</p>
<p class="empty"> </p>
<h3 id="Stringclasses">18.8.12.1 - String classes</h3>
<p class="empty"> </p>
<p>There are different classes of strings in regards to codepage:</p>
<p class="empty"> </p>
<p class="list-1">• General strings - These are values like file names, developer comments, internal names that are never visible to the player.</p>
<p class="list-1">• VMAD properties of type string or array of string - These only exist in Skyrim and later. They are strings stored in the module file, but in a distinctly different way then other strings.</p>
<p class="list-1">• Localized strings - These are strings stored in external <code>.strings</code> files when a module is localized.</p>
<p class="list-1">• Translatable strings - These are strings stored in the module file that a player of the game might get to see. For Oblivion, Fallout 3, and Fallout New Vegas, these are string fields explicitly marked as such in the xEdit record definitions. For Skyrim and newer, this also includes any localizable string (strings that will be stored in the external <code>.strings</code> files when a module is localized) if the module is not actually localized.</p>
<p class="empty"> </p>
<p>General strings now always explicitly use codepage 1252 (ANSI - Latin I). This can be overridden using <code>-cp-general:<codepage></code> where <code><codepage></code> is either <code>utf8</code> or a codepage number. It should normally never be necessary to override this.</p>
<p class="empty"> </p>
<p>VMAD properties are always explicitly stored as UTF8. There is no way to override this. All supported games always expect these strings to be UTF8 and any other codepage would result in errors.</p>
<p class="empty"> </p>
<p>Localized strings are accessed based on the language name that's part of the filename of the <code>.strings</code> files.</p>
<p class="empty"> </p>
<h3 id="Languages">18.8.12.2 - Languages</h3>
<p class="empty"> </p>
<p>For Skyrim (not SE) and older, the following language names are recognized:</p>
<p class="empty"> </p>
<p class="list-1">• arabic - 1256</p>
<p class="list-1">• chinese - UTF8</p>
<p class="list-1">• czech - 1250</p>
<p class="list-1">• danish - 1252</p>
<p class="list-1">• english - 1252</p>
<p class="list-1">• finnish - 1252</p>
<p class="list-1">• french - 1252</p>
<p class="list-1">• german - 1252</p>
<p class="list-1">• greek - 1253</p>
<p class="list-1">• hungarian - 1250</p>
<p class="list-1">• italian - 1252</p>
<p class="list-1">• japanese - UTF8</p>
<p class="list-1">• norwegian - 1252</p>
<p class="list-1">• polish - 1250</p>
<p class="list-1">• portuguese - 1252</p>
<p class="list-1">• russian - 1251</p>
<p class="list-1">• spanish - 1252</p>
<p class="list-1">• swedish - 1252</p>
<p class="list-1">• turkish - 1254</p>
<p class="empty"> </p>
<p>For SSE, the following language names are recognized:</p>
<p class="empty"> </p>
<p class="list-1">• english - 1252</p>
<p class="empty"> </p>
<p>For Fallout 4 and Fallout 76, the following language names are recognized:</p>
<p class="empty"> </p>
<p class="list-1">• en - 1252</p>
<p class="empty"> </p>
<h3 id="Definingcodepageforlanguageinsettingsfile">18.8.12.3 - Defining codepage for language in settings file</h3>
<p class="empty"> </p>
<p>It is possible to set the codepage used for a language (new or overriding a default from the list above) by modifying the settings file (shown as "Using settings file:" in the messages log on start).</p>
<p class="empty"> </p>
<p>There is currently no UI support for this, but the settings file can be opened in a text editor and a <code>[cpoverride]</code> section can be added or modified like this:</p>
<p class="empty"> </p>
<pre>
<p>[cpoverride]</p>
<p>english=utf8</p>
<p>klingon=6666</p>
</pre>
<p class="empty"> </p>
<p>The specified value must be <code>utf8</code> or a valid codepage (which <code>6666</code> isn't, that was just an example).</p>
<p class="empty"> </p>
<p>The specified codepage will affect any place where a codepage is derived from language.</p>
<p class="empty"> </p>
<h3 id="Defaultlanguage">18.8.12.4 - Default language</h3>
<p class="empty"> </p>
<p>xEdit used to always default to "English" ("En" for Fallout 4) as language if not explicitly specified on the command line using <code>-l:<language></code>. While it is still possible to use that switch to override the language selection, xEdit will now attempt to get the correct language from the <code><game>.ini</code> file, from the iLanguage key for Oblivion, and the sLanguage key for any later games.</p>
<p class="empty"> </p>
<h3 id="Localizedstrings">18.8.12.5 - Localized strings</h3>
<p class="empty"> </p>
<p>xEdit will automatically use the correct codepage for localized strings, even when the language is switched at runtime using the localization context menu.</p>
<p class="empty"> </p>
<p>The fallback for localized strings in unknown languages is always UTF8. (SSE, FO4, and FO76 always use UTF8 for anything except english.)</p>
<p class="empty"> </p>
<p>The codepage for these files can be overridden byte creating a text file with the same name as the <code>.strings</code> file, but the extension <code>.cpoverride</code> instead. e.g. <code>Skyrim_English.cpoverride</code>. The file should contain a single line with the desired codepage.</p>
<p class="empty"> </p>
<p>For localized strings, while this language setting affects the initial choice of which <code>.strings</code> files are being used for localized modules, this can be changed at runtime using the localization context menu.</p>
<p class="empty"> </p>
<h3 id="Translatablestrings">18.8.12.6 - Translatable strings</h3>
<p class="empty"> </p>
<p>Translatable string use the same codepage as localized strings, but based on the language defined at program start (either from the <code><game>.ini</code> or explicitly using <code>-l:<language></code>) For games before Skyrim, the same list of language names and codepages as listed above applies. Changing the language through the localization context menu after xEdit has started will *not* change the codepage being used for translatable (but not localized) strings.</p>
<p class="empty"> </p>
<p>The codepage used for translatable strings can be globally overridden (has priority over the language selection) using the <code>-cp:<codepage></code> or <code>-cp-trans:<codepage></code> command line parameter where <code><codepage></code> is either <code>utf8</code> or a codepage number. <code>-cp</code> is supported for backward compatibility, <code>-cp-trans</code> is preferred.</p>
<p class="empty"> </p>
<p>The codepage can further be overridden on a per module basis by creating a <code>.cpoverride</code> file with the same name as the module, like described above for <code>.strings</code> files. e.g. <code>Dragonborn.cpoverride</code>.</p>
<p class="empty"> </p>
<p>Alternatively, the codepage for translatable strings can now be overridden by placing the text <code><cp:xxxx></code> somewhere in the description (in the file header) of the module. <code>xxxx</code> can be <code>utf8</code> or any valid codepage number, e.g. <code>1252</code>. codepages with less than 4 digits must use leading 0s, e.g. <code><cp:0930></code>.</p>
<p class="empty"> </p>
<h3 id="Logentries">18.8.12.7 - Log entries</h3>
<p class="empty"> </p>
<p>The following entries near the top of the message log provide information about the used language and codepages:</p>
<pre>
<p>Using language: russian</p>
<p>Using general string encoding: 1252 (ANSI - Latin I)</p>
<p>Using translatable string encoding: 1251 (ANSI - Cyrillic)</p>
<p>Using VMAD string encoding: 65001 (UTF-8)</p>
</pre>
<p class="empty"> </p>
<p>When <code>.strings</code> files are loaded, the used encoding is shown in the log:</p>
<pre>
<p>[00:00] Background Loader: [Skyrim_russian.STRINGS] Using encoding: 1251 (ANSI - Cyrillic)</p>
</pre>
<p class="empty"> </p>
<p>When a <code>.cpoverride</code> is in effect, it's specifically noted:</p>
<pre>
<p>[Dragonborn_English.STRINGS] Using encoding (from override): 65001 (UTF-8)</p>
</pre>
<p class="empty"> </p>
<p>When a module has a <code>.cpoverride</code> applied to it, it is also recorded in the log:</p>
<pre>
<p>[00:04] Background Loader: [Dragonborn.esm] File loaded (CRC32:A9F83BFF)</p>
<p>[00:04] Background Loader: [Dragonborn.esm] Using encoding (from override): 65001 (UTF-8)</p>
<p>[00:04] Background Loader: [Dragonborn.esm] Start processing</p>
</pre>
<p class="empty"> </p>
<p>When a module has <code><cp:XXXX></code>specified in its description, it is also recorded in the log:</p>
<pre>
<p>[00:12] Background Loader: [CpOverrideTest.esp] Using encoding (from File Header Description): 65001 (UTF-8)</p>
</pre>
<p class="empty"> </p>
<h2 id="Loadorderhandling">18.8.13 - Load order handling</h2>
<p class="empty"> </p>
<p>The load order handling has been rewritten completely from scratch and should now exactly mirror the behavior of the game engine for all supported games.</p>
<p class="empty"> </p>
<p>Specifically, for TES4, FO3, and FNV load order is derived from file modify times.</p>
<p>For TES5/SSE and FO4 from the order in <code>plugins.txt</code>.</p>
<p>For TES5 (which does not contain inactive modules in its plugins.txt) the load order for inactive modules is supplemented from <code>loadorder.txt</code>.</p>
<p class="empty"> </p>
<p>For SSE and FO4, files with the <code>.esm</code> and <code>.esl</code> extensions are always treated as having the ESM flag set, even if it is missing in the file.</p>
<p class="empty"> </p>
<p>The load order is:</p>
<p>1. <code>{game}.esm</code></p>
<p>2. <code>Update.esm</code> - SSE</p>
<p>3. Official DLC in hardcoded order - SSE and FO4</p>
<p>4. <code>{game}_VR.esm</code> - SkyrimVR and Fallout 4 VR</p>
<p>5. Creation Club files in hardcoded order - SSE and FO4</p>
<p>6. ESM flagged files</p>
<p>7. non-ESM flagged files</p>
<p class="empty"> </p>
<p>If during loading of modules in this order a module is being loaded for which one or more required master module is not already loaded, then the required module is loaded first. This allows non-ESM flagged files to be pulled forward into the ESM block.</p>
<p class="empty"> </p>
<h2 id="NewModuleselectiondialogs">18.8.14 - New Module selection dialogs</h2>
<p class="empty"> </p>
<p>The selection dialogs for modules (used for selecting active modules at start and target modules during adding masters, "copy as ... into" and similar operations) has been completely rewritten.</p>
<p class="empty"> </p>
<p>It is now using a treeview which allows you to see the required masters.</p>
<p class="empty"> </p>
<p>There are columns for File Order (giving the exact reason for the position in the order), ESM flag, ESL flag (for SSE and FO4), Load Order (for active modules) and FormID Prefix.</p>
<p class="empty"> </p>
<p>The visible modules can be filtered using an edit above the treeview.</p>
<p class="empty"> </p>
<p>Modules with missing masters are shown with <I>strike-through</I> and can't be checked.</p>
<p class="empty"> </p>
<p>For selecting modules to be loaded, checked modules will implicitly check all required masters (shown with [.] instead of [X]).</p>
<p class="empty"> </p>
<p>You are able to save and load named presets of checked modules.</p>
<p class="empty"> </p>
<p>Double Click or Ctrl+Enter will check only the selected module and automatically close the dialog with OK.</p>
<p class="empty"> </p>
<p>When used for "Copy as ... into", template entries allow you to specify the desired extension and initial ESM/ESL flag values for a new file.</p>
<p class="empty"> </p>
<p>When used for "Copy as ... into", the previous selection is remembered.</p>
<p class="empty"> </p>
<h2 id="OptionalSelectionFormsrequireholdingCTRLfordoubleclick">18.8.15 - Optional 'Selection Forms require holding CTRL for double click'</h2>
<p class="empty"> </p>
<p>A new option 'Selection Forms require holding CTRL for double click' has been added. Defaults to false.</p>
<p class="empty"> </p>
<p>With this option active, CTRL must be held down for Double Click to be accepted in the Module, Mod Group, and (old style) file selection forms.</p>
<p class="empty"> </p>
<h2 id="Fullyimplementedghostsupport">18.8.16 - Fully implemented .ghost support</h2>
<p class="empty"> </p>
<p>.ghost files are treated everywhere (except for actual file access) as if they didn't have the .ghost extension.</p>
<p class="empty"> </p>
<p>If a normal file and a .ghost file exist, the .ghost file is ignored.</p>
<p class="empty"> </p>
<p>Except in the save dialog, the UI does not show the .ghost extension.</p>
<p class="empty"> </p>
<h2 id="CompletelyreworkedModGroupssupport">18.8.17 - Completely reworked ModGroups support</h2>
<p class="empty"> </p>
<p>ModGroups is a feature that has been in xEdit for a long time, but has gotten very little attention in the past.</p>
<p class="empty"> </p>
<p>This version totally overhauls the ModGroups support, adding many new features as well as providing complete UI integration for creating, editing and managing ModGroups.</p>
<p class="empty"> </p>
<p>A ModGroup is a way to tell xEdit that certain (non-winning) overrides of a record can be hidden (because the still visible versions account for all the changes already). By hiding away these versions they no longer participate in conflict detection which can be used to prevent false positives from showing up.</p>
<p class="empty"> </p>
<p>A ModGroup can never hide the winning override or the original master record.</p>
<p class="empty"> </p>
<p>A setup where all real conflicts have been resolved by patches and all false positives hidden by ModGroups will show an empty navigation treeview after applying a "Filter to show conflicts". With this as the starting point, adding one new mod to an existing setup with 100's of mods will result in only the conflicts caused by the addition of that new mod to show up when running "Filter to show conflicts". This makes it very easy then to adjust the load order, created targeted patches to resolve real conflicts, and finally again create new ModGroups to hide away any false positives.</p>
<p class="empty"> </p>
<h3 id="NewModGroupSelectiondialog">18.8.17.1 - New ModGroup Selection dialog</h3>
<p class="empty"> </p>
<p>When the background loader is complete, a new ModGroup Selection dialog is shown. This dialog is very similar to the new Modules Selection dialog and has most of its features.</p>
<p class="empty"> </p>
<p>The dialog is based on a treeview, so you can directly expand the individual ModGroups to see their contents.</p>
<p class="empty"> </p>
<p>You can filter the treeview to more easily find a specific ModGroup.</p>
<p class="empty"> </p>
<p>A system for saving and loading presets is available.</p>
<p class="empty"> </p>
<h3 id="EnableDisableandReloadModGroups">18.8.17.2 - Enable/Disable and Reload ModGroups</h3>
<p class="empty"> </p>
<p>The context menu on the View treeview has options to disable or enable ModGroups, as well as a function for reloading all ModGroups and show the ModGroup selection dialog again.</p>
<p class="empty"> </p>
<h3 id="CreatingModGroups">18.8.17.3 - Creating ModGroups</h3>
<p class="empty"> </p>
<p>There are two ways to create ModGroups in the UI.</p>
<p class="empty"> </p>
<p>The first is by selecting 2 or more modules in the navigation treeview, and then using the "Create ModGroup..." function in the context menu, or pressing Ctrl+M with the navigation treeview focused. This will create a new ModGroup consisting of the previously selected modules and open it in the ModGroup Editor.</p>
<p class="empty"> </p>
<p>The second is when looking at the View tab with at least 3 records visible (master + 2 overrides). The context menu on the header of the view treeview has a "Create ModGroup..." function, which can also be called by pressing Ctrl+M while the View treeview is focused. This function will then show a Module Selection dialog listing all modules that contribute override records to the current View and where you can check the modules that should be part of this new ModGroup. After confirming the desired modules a new ModGroup will be created and the ModGroup Editor will be opened.</p>
<p class="empty"> </p>
<h3 id="ModGroupEditor">18.8.17.4 - ModGroup Editor</h3>
<p class="empty"> </p>
<p>The ModGroup Editor shows the list of modules that are part of the ModGroup.</p>
<p class="empty"> </p>
<p>New modules can be added by pressing Insert.</p>
<p>Modules can be moved up or down by pressing Ctrl + Cursor Up / Cursor Down.</p>
<p>CRCs can be added to a module by pressing Shift+Insert when that module is selected, or just Insert if one of the existing CRCs if that module is selected.</p>
<p>A selected module or CRC can be deleted by pressing Delete.</p>
<p class="empty"> </p>
<p>If one or more CRCs has been added to a module, then the CRC of the currently loaded module must match one of these CRCs, otherwise the module is treated as if it wasn't present.</p>
<p class="empty"> </p>
<p>Each module has a number of flags:</p>
<p class="list-1">• Optional - All modules NOT flagged as optional must be present for the ModGroup to be valid.</p>
<p class="list-1">• Target - Override records in this module can be hidden.</p>
<p class="list-1">• Source - A override record in this module will cause the overrides with the same FormID to be hidden from all modules flagged as Target and listed above this Source in this ModGroup.</p>
<p class="list-1">• Forbidden - If this module is loaded, the ModGroup is invalid.</p>
<p class="list-1">• Ignore LO - If not flagged, then the module must be loaded in the same order as listed in this ModGroup. There are two possible flagged values for this column:</p>
<p class="list-3">• Always - The load order of the module does not matter at all.</p>
<p class="list-3">• in Block - all consecutive modules with this flag form a Block. Any module above the block must be loaded before any module in the block. Any module after the block must be loaded after any module in the block. The modules inside the block can load in any order.</p>
<p class="empty"> </p>
<p>The flags can be toggled by focusing them and pressing space, or by clicking on them with the mouse.</p>
<p class="empty"> </p>
<p>Before a ModGroup can be saved, it must be given a name. There are two functions to make this easier:</p>
<p class="list-1">• Pressing Ctrl+N while having a module selected will set the name of the ModGroup to the name of the module (minus extension).</p>
<p class="list-1">• Ctrl+C can be used on any listed module to copy its name to the clipboard which can then be pasted into the Name edit.</p>
<p class="empty"> </p>
<p>After confirming the ModGroup Editor with OK, a Module Selection will be shown with all modules that are part of the ModGroup to select in which .modgroups file this ModGroup should be saved.</p>
<p class="empty"> </p>
<p>After saving a ModGroup the "Reload ModGroups" function will be automatically triggered and the newly added ModGroup has automatically been checked.</p>
<p class="empty"> </p>
<h3 id="modgroupsfiles">18.8.17.5 - .modgroups files</h3>
<p class="empty"> </p>
<p>.modgroups files are files with the same name as a module, but the extension .modgroups.</p>
<p class="empty"> </p>
<p>These are text files that contain one or more ModGroup entries.</p>
<p class="empty"> </p>
<p>The exact format is described in the online help.</p>
<p class="empty"> </p>
<p>Only .modgroups files that have the same name as a module that is present will be loaded.</p>
<p class="empty"> </p>
<p>ModGroups from .modgroups files that do not belong to a currently loaded module will not show errors if they are invalid.</p>
<p class="empty"> </p>
<h3 id="EditingModGroups">18.8.17.6 - Editing ModGroups</h3>
<p class="empty"> </p>
<p>As long as at least one ModGroup exists, a "Edit ModGroup..." function is shown in the context menu of the navigation treeview.</p>
<p class="empty"> </p>
<p>It first shows a ModGroup Selection dialog, then loads the selected ModGroup into the same ModGroup Editor as is used for creating new ModGroups.</p>
<p class="empty"> </p>
<h3 id="DeletingModGroups">18.8.17.7 - Deleting ModGroups</h3>
<p class="empty"> </p>
<p>As long as at least one ModGroup exists, a "Delete ModGroups..." function is shown in the context menu of the navigation treeview.</p>
<p class="empty"> </p>
<p>The ModGroup Selection that is then shown allows selecting one or more ModGroups for deletion.</p>
<p class="empty"> </p>
<h3 id="UpdatingCRCs">18.8.17.8 - Updating CRCs</h3>
<p class="empty"> </p>
<p>As long as at least one ModGroup exists, an "Update CRC in ModGroups..." function is shown in the context menu of the navigation treeview.</p>
<p class="empty"> </p>
<p>This function first shows a Module Selection with all modules that are part of ModGroups with either no CRC or missing the current CRC.</p>
<p class="empty"> </p>
<p>After that a ModGroup Selection is shown with all ModGroups that are missing the current CRC of one or more of the previously selected modules.</p>
<p class="empty"> </p>
<p>After choosing which ModGroups to update, the missing CRCs will be added to all checked ModGroups.</p>
<p class="empty"> </p>
<h2 id="CompareSelected">18.8.18 - Compare Selected</h2>
<p class="empty"> </p>
<p>The Compare Selected context menu entry now shows the number of currently selected records as <code>Compare Selected (x)</code>.</p>
<p class="empty"> </p>
<h2 id="AutoCompareSelected">18.8.19 - Auto "Compare Selected"</h2>
<p class="empty"> </p>
<p>A new option 'Auto "Compare Selected" when multi-selecting less than [x] records' has been added. Defaults to 5. Can be disabled by setting to a value smaller than 2.</p>
<p class="empty"> </p>
<p>When multi-selecting less than the specified number of records in the navigation treeview, the "Compare Selected" function is automatically triggered, showing the selected records side by side in the view tab.</p>
<p class="empty"> </p>
<p>When more records than the specified limit are selected, "Compare Selected" can still be triggered via the context menu on the navigation treeview, like before.</p>
<p class="empty"> </p>
<h2 id="Rewrittencopymultipletoselectedrecords">18.8.20 - Rewritten "copy [multiple] to selected records"</h2>
<p class="empty"> </p>
<p>The "Copy to selected records" function (available in the context menu of the view treeview) has been rewritten.</p>
<p class="empty"> </p>
<p>It can now only be used when in "Compare Selected" mode. In return, it now behaves exactly the same as dragging the value from the focused cell to the other cells in the same row in the view treeview. This solves all previous problems with the function.</p>
<p class="empty"> </p>
<p>A new "Copy multiple to selected records" functions has been added, it allows performing "Copy to selected records" for a selection from all top level entries in the current view to be performed in one operation.</p>
<p class="empty"> </p>
<h2 id="Resettingsettingsonstart">18.8.21 - Resetting settings on start</h2>
<p class="empty"> </p>
<p>xEdit can be started with <code>-resetsettings</code> to have it automatically reset all settings.</p>
<p class="empty"> </p>
<p>Holding Shift+Ctrl+Alt when starting xEdit triggers a dialog asking if all settings should be reset.</p>
<p class="empty"> </p>
<p>In either case, the existing settings file is being backed up and all settings are reset to their default values.</p>
<p class="empty"> </p>
<h2 id="Allowdirectsaving">18.8.22 - Allow direct saving</h2>
<p class="empty"> </p>
<p>New command line parameters have been added that allow directly saving over an existing file (instead of saving in a temporary file and waiting until xEdit is closed to rename the file) by preventing the use of memory mapped files.</p>
<p class="empty"> </p>
<p><code>-AllowDirectSave</code> will load all non-official (official = game master, official dlcs, CCs) modules without using memory mapped files</p>
<p><code>-AllowDirectSave:a.esm,b.esl,c.esp</code> will load only the listed modules without using memory mapped files. The list may include official modules.</p>
<p class="empty"> </p>
<h2 id="ShowUnsavedHintreplacespreviousAutoSaveoption">18.8.23 - "Show Unsaved Hint" replaces previous "Auto Save" option</h2>
<p class="empty"> </p>
<p>When "Show Unsaved Hint" is checked in the Options (on by default) then if there are any unsaved changes older than 10 minutes a balloon hint is being shown under the Hamburger Menu, listing the unsaved files and how long they have been unsaved.</p>
<p class="empty"> </p>
<p>Clicking the hint will show the usual save selection dialog.</p>
<p class="empty"> </p>
<p>Clicking the [X] in the hint or ignoring it for 15 seconds until it disappears on its own will snooze it for 10 minutes.</p>
<p class="empty"> </p>
<h2 id="ResetModifiedflagforelementsonSave">18.8.24 - Reset Modified flag for elements on Save</h2>
<p class="empty"> </p>
<p>A "Reset Modified (Bold) on Save" Option has been added (defaults to true).</p>
<p class="empty"> </p>
<p>With this option active, saving will reset the modified flag for elements (which caused them to show in Bold).</p>
<p class="empty"> </p>
<h2 id="Editinginviewtreeview">18.8.25 - Editing in view treeview</h2>
<p class="empty"> </p>
<p>Double Click in the view treeview now activates the in-place editor for Integer (includes FormID), Float, and Flag fields, and opens the editor form for everything else.</p>
<p class="empty"> </p>